scottadges

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About scottadges

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  1. Thanks for pulling up my thread - I started playing again on 1.7.3 (pulling in the old save game from 1.7.1) and noticed the same behaviour in my science modules. Figured it's just something we have to live with as far as incompatibility between the two mods. For what it's worth, I just have to remember to run the AMB and GooPods by hand when using [X] Science. It seems to work OK, although it's not as sleek as hitting the [X] Science button for everything. Would be awesome if the incompatibility could be resolved, though!
  2. Sorry (off-topic) but I've been binging on Stellaris for like 2 weeks... and just saw this post... and got confused which game forum I was on LOL Cool idea for a KSP planet tho!
  3. Ah, sorry... I just saw you made this comment (missed it in my first read of this post). But hopefully the patch will still help. It might be causing problems for any new contracts that you've created after you fixed the other ones manually.
  4. Related the to the "Agent is Null" logspam issue, take a look over here. This might/could/hopefully will help you. I'm running KSP 1.7.3 using ContractConfigurator and several contract packs. I was getting a ton of the "Null Agent" logspam and the issue has to do with a change made back several KSP versions ago where everything needs an 'Agency' name, but the code for most of these contract packs doesn't always match that need. From the thread: The suggestion above provides a quick MM patch (the @AGENT: part) that you can create and add to your GameData that should/may/hopefully will address this. You can also open the 'persistent.sfs' (which is your default save file for a specific game) and just add the names of the contracts to fix this manually, then the patch should/probably/most likely will catch any future contracts that would generate logspam. Not sure about the blinking (per OP) but it *might* have something to do with the way contracts assess certain conditions. So, if you have those conditions met, then the contract appears. But if something changes while you're looking at the contract, it can disappear. I've had that happen to me. Again... not sure this is exactly your issue, but I've seen something similar. Anyway, hope this helps with at least one of your issues!
  5. Wow... I might just have to start a new career in 1.8 to fully appreciate all this amazing work! Great job to the entire team!
  6. Thanks for the reply. Can't wait to see the skins! So awesome how you support all your mods.
  7. Hey all, great continued work @Beale! I wanted to ask, is there any problem using Version 19 of this mod in KSP 1.7.3 (although it says it's for KSP 1.8?) Or should I stick with the Version 18.1 on Spacedock for 1.7.3?
  8. So same process applies to putting a satellite in orbit as landing on a moon. 1. Launch, then circularize at Apopapsis (AP) in Kerbin orbit 2. Create Maneuver Node to transfer to moon at Periapsis (PE) and adjust prograde/normal/radial until you get the encounter 3. Burn prograde to get AP out to moon orbit, then wait until orbit intersects 4. Once in the Sphere of Influence (SOI) of the moon, circularize your orbit at PE 4A. If you want to change your inclination plane (different angles) then create a maneuver node and adjust to the angle you want. 4B. Burn at the node and adjust as needed (Remember: burning to change inclination can be very "expensive", i.e. cost a lot of fuel, to make a big change in inclination angle) If you're doing all those things to land on the moon, you can do the same to put a satellite in orbit. It's exactly the same thing. As for fuel amounts, it's always better to go with more fuel than less. Don't try to get it to an exact amount. Just add more fuel. If you're on PC, it's worth downloading the mod Kerbal Engineer Redux. The latest versions of KSP have some of these tools, but it's useful to see the Thrust-to-Weight (TWR) ratio in KER based on different bodies in the Kerbol system. You probably know this, but here's a good video (a little old) about orbits:
  9. Just curious, which maybe you've already answered this, will the new skins be for the 1.7.3-compatible version? Or those are planned for inclusion in the 1.8 version (which you said would be a while). I'm asking, since I haven't upgraded to 1.8 yet (and don't plan to for a while) but always love keeping NF & SSPR updated. Awesome work!
  10. Hey there, I got another one for ya Not sure if it's exactly the same as before, but it looks pretty close. It also didn't seem to do anything noticeable to the UI. I saw it flash on screen (I've got debug exception logging on now) so I jumped over to my log and found this: [EXC 21:14:14.597] ArgumentException: GUILayout: Mismatched LayoutGroup.MouseDrag UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) KatLib.DryUIBase.section (KatLib.ContentNoArgs content) CraftManager.CMBrowser.draw_right_hand_section_single_select (Single scroll_width) CraftManager.CMBrowser.<draw_right_hand_section>m__15 (Single scroll_width) KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) CraftManager.CMBrowser.<draw_right_hand_section>m__5 (Single inner_width) KatLib.DryUIBase.v_section (Single section_width, KatLib.Content content) CraftManager.CMBrowser.draw_right_hand_section (Single section_width) CraftManager.CMBrowser.<WindowContent>m__10 (Single inner_width) KatLib.DryUIBase.section (Single section_width, KatLib.Content content) CraftManager.CMBrowser.<WindowContent>m__0 () KatLib.DryUIBase.v_section (KatLib.ContentNoArgs content) CraftManager.CMBrowser.WindowContent (Int32 win_id) CraftManager.CMUI.DrawWindow (Int32 window_id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Specifically, I had just clicked on the sorting to "Updated" and left it at "Down" then scrolled to the bottom of the list. Then I clicked on a couple of the oldest craft (bottom) and moused over the slider bar to go up a little. That's when I noticed this Exception pop in. Hopefully this gives some context. Let me know if I can answer any other question!
  11. Just to wrap this one up, I think the cause of this was in fact leftover "Ex" effect naming rather than using "EL" in the 'ExperienceTraits.cfg' file of the SimpleConstruction configs. Once that was fixed in what was provided by SC, the logspam seems to have gone away. Woohoo! Also posted this to the SC thread for future generations of SC enthusiasts:
  12. Yeah, but the meme works better if he has to climb LOL
  13. Today I worked on finishing off leftover science biomes on Minmus with my Mk2 Science Lander (KSCL-002). One of the hardest to get has been 'Minmus Slopes'. Not only are they somewhat rare, but apparently can be incredibly steep (as I soon found out). After going EVA, collecting science experiments, and then attempting to complete one last experiment, Johnger Kerman fell... and began a long, fast slide down the aforementioned steep slope. When you're alone on a distant moon, you've just slid down a mountain at ~15m/s, and ended up over 5.7km away from your lander... which is up a slope too steep to climb. Worth it.